Procedural Generation of Levels for Angry Birds Style Physics Games

Matthew Stephenson, Jochen Renz

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    Abstract

    This paper presents a procedural generation algorithm for levels in physics-based puzzle games similar to Angry Birds. The proposed algorithm creates levels consisting of various self-contained structures placed throughout a 2D area. Each structure can be placed either on the ground or atop floating platforms within the available level space. These structures are created using a variety of different block types and do not require predefined substructures or composite elements. Target object locations are determined based on a combination of factors, including structural protection, occupancy estimation and overall dispersion. Experiments were performed in order to determine the ideal input parameters for generating desirable levels. The expressivity of the generator was also evaluated and the results show that the proposed method can generate a wide variety of interesting levels.
    Original languageEnglish
    Title of host publicationProcedural Generation of Levels for Angry Birds Style Physics Games
    Place of PublicationUSA
    PublisherAssociation for the Advancement of Artificial Intelligence (AAAI)
    Pages1-7
    Editionpeer reviewed
    Publication statusPublished - 2016
    EventTwelfth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE '16) - Burlingame, CA, USA
    Duration: 1 Jan 2016 → …

    Conference

    ConferenceTwelfth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE '16)
    Period1/01/16 → …
    OtherOctober 8-12 2016

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